Jump to content

Recommended Posts

Posted

Sorry if this is the wrong forum to post this, I'm pretty new here(in the forums at least)

 

So I'm trying to attach some textures to a weapon from some old mod that has no .esp file that came with it. I want to replace another weapon with this one, but I don't know how to attach the textures that come with it. There are 8 textures and I can only put in 6 into a texture set. The textures I am able to add however don't go on correctly and make everything look like it was just wrapped around. What do I need to do to correctly apply the textures to the weapon? Any help would be really appreciated, thanks!

 

 

 

Also, if anyone knows what I should do if given two weapons (one regular and one regular+animation), where should each go?

Posted

ryanra116 - Hello!

"So I'm trying to attach some textures to a weapon from some old mod that has no .esp file that came with it. "

If the old mod had no .esp then the textures will just be set within the model.

They will be set to look for the textures in a specific path.

This can be edited with Nifskope:

http://niftools.sourceforge.net/wiki/NifSkope

Always make a backup of any model BEFORE you edit it in Nifskope in case something goes wrong. :)

Opening the model in Nifskope, you can click on a part of the weapon in the Render Window to highlight it in the left hand block list.

In the Block List, expand the Block you're interested in by left clicking on the arrow.

Within that find BSShaderPPLightingProperty & expand that.

Left click on BSShaderTextureSet & it's details will open down at the bottom in Block Details.

In Block Details expand Textures. You will see at least two textures in there, a diffuse texture that is the main texture & the normal map with a _n after it that gives depth to the diffuse texture.

There can also be glow map & enviroment maps on more complex ones.

You need to make sure that the paths set within here are where you've placed the textures that came with your model.

You can either place the textures according to these paths or change them.

To change them you can click on the purple flower next to the current paths & browse to the new location (just make sure the new location is somewhere within the Fallout 3/Data/Texture folder).

Remember to go to File & save the mesh with the changes after you are done.

Also note that a model may have many parts that each have their own textures.

For instance with weapons it's not uncommon for wood stocks to point to their own wood textures seperate from the metal parts.

Clicking on the model pieces in Nifskope will help to identify seperate parts.

"I want to replace another weapon with this one"

You can change the weapon in GECK or FO3Edit to point to your new model.

Though if the new weapon is very different you may need to change some animation settings.

If the new weapons is the same kind of weapon as the one it's replacing then you may get away with a straight swap.

"Also, if anyone knows what I should do if given two weapons (one regular and one regular+animation), where should each go?"

Not sure what you mean here, you should have Textures (.dds) & a mesh (.nif).

Animations would be .kf files & normally replace default animations, some weapons come with them like a Tommy gun & special grip animation.

Hope this helps!

Prensa

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...